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[Devlog][Post-Mortem] Posting this a little late, but I haven’t haf much free time these past few days. Life ended up getting in the way of my last 3 days of development time, and I found it difficult to get as much work done as I had originally wanted to.

2/6

I didn’t have time to take any screenshots, but I ended up spending most of this day just drawing any and all graphics and art assets I would need. Most of these assets ended up getting used in some way in the demo, so it wasn’t a total waste. I still wished I could’ve got more work done this day, though. T

2/7-2/8

I started things out strong, trying to create each map for the game according to my design doc, but I was unfortunately barely able to complete the first map by the end of Friday. Without any work even started on the audio, I knew the only way I would be able to submit anything would be to create a short demo of the game instead of trying to power through and finish something half-baked.

I ended up cutting the title sequence and audio entirely, and instead focused on making a short map sequence that ended with a simple cutscene. It’s nothing fancy, but it shows off the art style and core gameplay quite well, and I’m proud of what I was able to get done in the time I took.

https://mental-inaction.itch.io/the-heart-grows-cold

The main thing I learned from this jam is that even after I’ve scoped down, I need to scope down even further. I spent nearly the first week and a half of the jam just working on gameplay systems and rendering, when I should’ve had that done the first few days of the jam. I didn’t properly set aside enough time to make the actual content of the game.

Now that the jam is over, I’m looking back over the game and seeing what scrapped parts I’m willing add back in and what parts of the engine/gameplay need to be cleaned up and fixed. I’d really like to try completing and finishing this project, hopefully in time for the 7 day Roguelike Challenge at the end of this month.